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<blockquote data-quote="kensanata" data-source="post: 3336307" data-attributes="member: 47845"><p>Usually what I do is I avoid designing situations where lone missions work at all.</p><p></p><p>Examples:</p><p></p><ul> <li data-xf-list-type="ul"> Mage wants to research something at the library. Either it's really simple and some communication or knowledge skill rolls end the scene, or there's an obvious subplot to follow where the researcher will require help (because bodyguards are required, usually).</li> <li data-xf-list-type="ul"> The thief sneaking into the castle will need magic support to cross the river, climb the walls of the tower, etc. Once inside (where the other characters cannot help him), I design it such that there's just one or two rooms to play through. No single-player explorations necessary. If the thief decides to go a sneaking, I'll make sure that there are a dozen guards on duty on the next floor, and they're not in the mood for drinking and gambling.</li> <li data-xf-list-type="ul"> Friend of interest group X goes to speak with them while the others wait. I usually treat this like a research mission: A few words, a few dice cast, and it's over. Anything else will require the help of the party: Escorting prisoners, fighting enemies, oaths all party members must swear, etc.</li> <li data-xf-list-type="ul"> If a short encounter starts to stretch, I let the player know out-of-character that we should hurry this along, sometimes asking the player what it is that he is hoping to find out, and if I like what I hear, I'll just go: "Ok, that's exactly what is happening, and after two hours more or less you find yourself on the way back to the guesthouse..."</li> </ul><p></p><p>Basically I think it's my responsibility as a DM to make sure there's little reward for lone missions. Lone missions in my game are either too dangerous or very short.</p></blockquote><p></p>
[QUOTE="kensanata, post: 3336307, member: 47845"] Usually what I do is I avoid designing situations where lone missions work at all. Examples: [LIST] [*] Mage wants to research something at the library. Either it's really simple and some communication or knowledge skill rolls end the scene, or there's an obvious subplot to follow where the researcher will require help (because bodyguards are required, usually). [*] The thief sneaking into the castle will need magic support to cross the river, climb the walls of the tower, etc. Once inside (where the other characters cannot help him), I design it such that there's just one or two rooms to play through. No single-player explorations necessary. If the thief decides to go a sneaking, I'll make sure that there are a dozen guards on duty on the next floor, and they're not in the mood for drinking and gambling. [*] Friend of interest group X goes to speak with them while the others wait. I usually treat this like a research mission: A few words, a few dice cast, and it's over. Anything else will require the help of the party: Escorting prisoners, fighting enemies, oaths all party members must swear, etc. [*] If a short encounter starts to stretch, I let the player know out-of-character that we should hurry this along, sometimes asking the player what it is that he is hoping to find out, and if I like what I hear, I'll just go: "Ok, that's exactly what is happening, and after two hours more or less you find yourself on the way back to the guesthouse..." [/LIST] Basically I think it's my responsibility as a DM to make sure there's little reward for lone missions. Lone missions in my game are either too dangerous or very short. [/QUOTE]
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